The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Champ Features
Fighter Level
Feature
3rd
Improved Critical, Remarkable Athlete
7th
Expert Combatant
10th
Additional Fighting Style
15th
Superior Critical
18th
Survivor
Improved Critical
3rd-level Champ feature
Your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
3rd-level Champ feature
You can add half your proficiency bonus (round updown up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
In addition, when you make a running high or long jump, the jump distance increases by a number of feet equal to your Strength modifier.
Expert Combatant
7th-level Champ feature
Once on each of your turns you can add half your proficiency bonus (rounded down up) to a single attack roll after you see the roll, but before the DM declares if it was a hit.
Additional Fighting Style
10th-level Champ feature
You can choose a second option from the Fighting Style class feature.
Superior Critical
15th-level Champ feature
Your weapon attacks score a critical hit on a roll of 18–20.
Survivor
18th-level Champ feature
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
A simple change, but a good one; this way you get something at least somewhat interesting every level. It seems pretty balanced, so my only suggestion would be to make Expert Combatant round up or Remarkable Athlete round down. It can be kind of confusing to have to keep track of which is which.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
A simple change, but a good one; this way you get something at least somewhat interesting every level. It seems pretty balanced, so my only suggestion would be to make Expert Combatant round up or Remarkable Athlete round down. It can be kind of confusing to have to keep track of which is which.
Thanks, I appreciate your input. I worry that having Expert Combatant round up would be overpowered, and since Remarkable Athlete is moving to 3rd level rounding down there seems appropriate.
Did you notice the slight improvement I made to Remarkable Athlete in the second clause? I made it apply to both long and high jumps. Any thoughts on that?
A simple change, but a good one; this way you get something at least somewhat interesting every level. It seems pretty balanced, so my only suggestion would be to make Expert Combatant round up or Remarkable Athlete round down. It can be kind of confusing to have to keep track of which is which.
Thanks, I appreciate your input. I worry that having Expert Combatant round up would be overpowered, and since Remarkable Athlete is moving to 3rd level rounding down there seems appropriate.
Did you notice the slight improvement I made to Remarkable Athlete in the second clause? I made it apply to both long and high jumps. Any thoughts on that?
I actually didn't notice that change, that's interesting. It makes a lot of sense for high jumps to be improved as well as long jumps, but the wording on the feature is a bit weird. The word "cover" in the sentence kind of implies that it only works horizontally. I think making it clearer that it works on both high jumps and long jumps would be helpful.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
In addition, when you make a running high or long jump, the jump distance increases by a number of feet equal to your Strength modifier.
Yup, that seems clear to me!
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
For Expert Combatant, I honestly wouldn't have a problem with adding the whole proficiency bonus that way. Kind of like Expertise in combat for one roll. When they get it at level 7, it would be a +3 to one roll, before they know if it's needed or not. It seems fair.
I'm not really sure. You're probably right. It feels like too much to give the full bonus at first look. And I prefer to err on the side of caution. The full bonus would scale kind of like getting Bardic Inspiration once every turn (assuming a Bard friend at the same level), which is pretty massive. And you could stack it with further bonuses. So it does sound like a lot.
I was just thinking that it also doesn't come into play as much at higher levels. Monster AC kind of levels out to the 18-20 range by mid game. It's rare to get higher than like a 23.
At level 15 you are making at least 3 attacks a turn, with at least a +10 to hit. Probably closer to +12 with various bonuses from magic weapon, etc. So on average you hit around 60% of the time still. Let's say 2 hits and one miss to be generous on the average round. You have a +5 proficiency bonus at that time, which would turn half of those misses into a hit? It's similar to getting advantage on one attack per round, after rolling. And also stackable.
Yeah that might be too much.
Rounding down, you would have +2 all the way up to level 17. It's nice, but it will turn a miss into a hit maybe once a fight.
I don't really know, I'm just thinking out loud at this point. I really like the ability. It's just harder to balance because it affects hit rolls instead of damage, and that's affected by bounded accuracy. Okay I've convinced myself that the full bonus is too much. Haha. Maybe rounding up would help a little more? (+2 at 7th level and +3 at 13th)
I like the idea, would WoTc approve a change though?
Funny thing- they don't have to! Welcome to the magical world of homebrew, my guy.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Nope, apparently I’ve changed just enough. I never even considered publishing it until just now, I was simply doing it for my own players and I posted it here so others could critique it and/or adopt it for their own version if they wanted to. I have minor fixes for the Berserker Barbarian1 and the Divine Soul Sorcerer2 as well that I made for my players to use too.
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy (FIFY)
3rd-level Path of the Berserker feature
You can go into a frenzy when you rage as part of the same bonus action, or while you are raging (no action required). While in a frenzy, you ignore the effects of Exhaustion, and can spend a bonus action on each of your turns to make a single melee weapon attack. When your rage ends, so does your frenzy.
Whenever you use this feature more than once between long rests, at the end of each use after the first you gain one level of Exhaustion.
Mindless Rage
6th-level Path of the Berserker feature
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
10th-level Path of the Berserker feature
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
14th-level Path of the Berserker feature
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Divine Magic
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
You can prepare an additional cleric spell that is available for you to cast, choosing from the cleric spell list. The spell must be of a level for which you have spell slots. You can prepare an additional spell at 3rd, 5th, 7th, and 9th level.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. These spells count as Sorcerer spells for you, but do not count against your number of known spells.
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
Otherworldly Wings
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
Hey all, just wanted to get people’s opinions on this idea I had to fix the Champion:
The Champ
v.0.1.0v.0.1.1v.0.1.2v.0.1.3The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
Champ Features
Improved Critical
3rd-level Champ feature
Your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Athlete
3rd-level Champ feature
You can add half your proficiency bonus (round
updownup) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.In addition, when you make a running jump, the distance you can cover increases by a number of feet equal to your Strength modifier.In addition, when you make a running high or long jump, the jump distance increases by a number of feet equal to your Strength modifier.
Expert Combatant
7th-level Champ feature
Once on each of your turns you can add half your proficiency bonus (rounded
downup) to a single attack roll after you see the roll, but before the DM declares if it was a hit.Additional Fighting Style
10th-level Champ feature
You can choose a second option from the Fighting Style class feature.
Superior Critical
15th-level Champ feature
Your weapon attacks score a critical hit on a roll of 18–20.
Survivor
18th-level Champ feature
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Thanks in advance.
For a list of all the current fixes, please check out the series thread: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157618-fify-wotc-a-series).
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A simple change, but a good one; this way you get something at least somewhat interesting every level. It seems pretty balanced, so my only suggestion would be to make Expert Combatant round up or Remarkable Athlete round down. It can be kind of confusing to have to keep track of which is which.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thanks, I appreciate your input. I worry that having Expert Combatant round up would be overpowered, and since Remarkable Athlete is moving to 3rd level rounding down there seems appropriate.
Did you notice the slight improvement I made to Remarkable Athlete in the second clause? I made it apply to both long and high jumps. Any thoughts on that?
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I actually didn't notice that change, that's interesting. It makes a lot of sense for high jumps to be improved as well as long jumps, but the wording on the feature is a bit weird. The word "cover" in the sentence kind of implies that it only works horizontally. I think making it clearer that it works on both high jumps and long jumps would be helpful.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
So something more like this?
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Yup, that seems clear to me!
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
👍 Thanks again.
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Really nice update to the subclass.
For Expert Combatant, I honestly wouldn't have a problem with adding the whole proficiency bonus that way. Kind of like Expertise in combat for one roll. When they get it at level 7, it would be a +3 to one roll, before they know if it's needed or not. It seems fair.
But I can understand the balance concerns.
Thanks for the input. You don’t think that might be too much at higher levels?
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I'm not really sure. You're probably right. It feels like too much to give the full bonus at first look. And I prefer to err on the side of caution. The full bonus would scale kind of like getting Bardic Inspiration once every turn (assuming a Bard friend at the same level), which is pretty massive. And you could stack it with further bonuses. So it does sound like a lot.
I was just thinking that it also doesn't come into play as much at higher levels. Monster AC kind of levels out to the 18-20 range by mid game. It's rare to get higher than like a 23.
At level 15 you are making at least 3 attacks a turn, with at least a +10 to hit. Probably closer to +12 with various bonuses from magic weapon, etc. So on average you hit around 60% of the time still. Let's say 2 hits and one miss to be generous on the average round. You have a +5 proficiency bonus at that time, which would turn half of those misses into a hit? It's similar to getting advantage on one attack per round, after rolling. And also stackable.
Yeah that might be too much.
Rounding down, you would have +2 all the way up to level 17. It's nice, but it will turn a miss into a hit maybe once a fight.
I don't really know, I'm just thinking out loud at this point. I really like the ability. It's just harder to balance because it affects hit rolls instead of damage, and that's affected by bounded accuracy. Okay I've convinced myself that the full bonus is too much. Haha. Maybe rounding up would help a little more? (+2 at 7th level and +3 at 13th)
Y’know, I was thinking maybe rounding up could work myself. I’m glad you suggested it. Thanks again.
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I like it. It’s simple, but does the trick.
Thanks. I appreciate that.
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I like the idea, would WoTc approve a change though?
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
Funny thing- they don't have to! Welcome to the magical world of homebrew, my guy.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Won’t it say it’s too similar to the original?
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
Maybe that just monsters.
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
Nope, apparently I’ve changed just enough. I never even considered publishing it until just now, I was simply doing it for my own players and I posted it here so others could critique it and/or adopt it for their own version if they wanted to. I have minor fixes for the Berserker Barbarian1 and the Divine Soul Sorcerer2 as well that I made for my players to use too.
1👇
Berserker
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy (FIFY)
3rd-level Path of the Berserker feature
You can go into a frenzy when you rage as part of the same bonus action, or while you are raging (no action required). While in a frenzy, you ignore the effects of Exhaustion, and can spend a bonus action on each of your turns to make a single melee weapon attack. When your rage ends, so does your frenzy.
Whenever you use this feature more than once between long rests, at the end of each use after the first you gain one level of Exhaustion.
Mindless Rage
6th-level Path of the Berserker feature
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
10th-level Path of the Berserker feature
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
14th-level Path of the Berserker feature
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
2👇
Divine Soul
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
Divine Magic
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Divine Spells
1st-level Divine Soul feature
You can prepare an additional cleric spell that is available for you to cast, choosing from the cleric spell list. The spell must be of a level for which you have spell slots. You can prepare an additional spell at 3rd, 5th, 7th, and 9th level.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. These spells count as Sorcerer spells for you, but do not count against your number of known spells.
Favored by the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
Empowered Healing
Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.
Otherworldly Wings
Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.
Unearthly Recovery
At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.
No, it’s everything.
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Okay, thanks.
Characters (Links!):
Faelin Nighthollow - 7th Sojourn
For anyone who’s interested, here’s my most recent FIFY WotC attempt: The Eldritch Knight: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/157414-fify-wotc-the-eldritch-knight#c8).
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